Jittering effect with Physics Constraint Actor using Linear Limits. This only seems to affect the Physics Constraint Actor from the Modes panel, with the static mesh starts near the physics constrai ...
In splitscreen, Player 0 view influences reflections for other player views. A user submitted the included test project showing the issue, and I have reproduced on 4.18.3 as well as 4.19.2 (see Spli ...
Services in the Behavior Tree sometimes don't work when the project is first loaded. The Behavior Tree will print a "missing service node" warning and the BT will remain inactive. This was reported ...
This is an editor-only crash that's due to stack overflow/infinite recursion in UInheritableComponentHandler::FixComponentTemplateName(). We are recursively trying to rename other inherited componen ...
When simulating in Editor, the Skeletal Mesh bone locations are not being passed into simulate if the simulation is being toggled the same frame when the Mesh is being set on a Skeletal Mesh compone ...
If a forward declaration of a class is made in the header file for an Interface class, and no semi-colon is included at the end of the forward declaration line, the build will fail with a confusing ...
Creating an Online Session and transitioning to another map does not work in a Launched Windows game. The transition event does fire but it just resets the players position on the Default map. This ...
The same callstack appears in 4.24.3 (CL-11590370) but only when playing a Sequence with a Media Track that has a ImgMediaSource and Media Texture set on it. These repro steps work for 4.25 and 4.26 ...
This problem caused by incorrect initialization of RandomStream in the GPU particle. //PaticleGpuSimulation.cpp virtual void Init() override { ... check(AllocatedTiles.Num() == TileTimeOfDe ...
We may fix this issue by the following codes. FPakPlatformFile::FPakPlatformFile(): LowerLevel(NULL) ,bSigned(false) { // remove //FCoreDelegates::GetRegisterEncryptionKeyMulticas ...